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Biomimicry Learning

as Inspiration for Product Design Innovation


in Industrial Revolution 4.0
Dina Lestari
Product Design Study Program, Universitas Agung Podomoro (Podomoro University)
E-mail: dina.lestari@podomorouniversity.ac.id

ABSTRACT
Nature can be a source of unlimited inspiration, biomimicry is an innovative
approach to find sustainable solutions to overcome problems and meet human
needs by imitating existing patterns and strategies in nature. The Industrial
Revolution 4.0 brought many changes in human life, changes in lifestyles, ways of
working, ways of learning, and ways of communicating between humans in many
aspects. Most University students make use of technology to find and develop their
ideas especially in creative industries where the OIM (Observe, Imitate, Modify)
practice can be done through the Internet by observing from another researcher's
observation. While biomimicry offers researchers to observe nature and create
technology innovation inspired by nature. Students need to experience and learn
from nature and use technology wisely. This study examines the biomimicry-
inspired works of Product Design undergraduate program students of Podomoro
University Jakarta. The methodology research that we use in this study is a
qualitative participatory method with comparative and correlational studies. The
content of this study is to learn and evaluate the process and result of student's
biomimicry observation into innovative product design. The conclusion can also
be drawn that comparing the different levels of students which is the first year,
second year, and third-year students by using the biomimicry observation approach
will show variated concepts and skills on their work depending on what knowledge
that they have learned from each semester.

Keywords: learning, biomimicry, inspiration, innovation, product design,


industrial revolution 4.0

Pembelajaran Biomimikri sebagai Inspirasi dalam Inovasi Desain Produk di


Era Revolusi Industri 4.0
ABSTRAK
Alam dapat menjadi sumber inspirasi tanpa batas, biomimikri adalah pendekatan
inovatif untuk menemukan solusi berkelanjutan untuk mengatasi berbagai
permasalahan dan memenuhi kebutuhan manusia dengan meniru pola serta
strategi yang nyata di alam. Revolusi Industri 4.0 membawa banyak perubahan
dalam kehidupan manusia, perubahan gaya hidup, cara bekerja, cara belajar, dan
cara berkomunikasi antara manusia dalam banyak aspek. Sebagian besar
mahasiswa memanfaatkan teknologi untuk menemukan dan mengembangkan ide-
ide mereka terutama di industri kreatif di mana praktik ATM (Amati, Tiru,
Modifikasi) dapat dilakukan melalui Internet dengan mengamati dari pengamatan
peneliti lain. Sementara biomimikri menawarkan peneliti untuk mengamati alam
dan menciptakan inovasi teknologi yang terinspirasi oleh alam. Diharapkan

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dengan riset ini siswa bisa mendapatkan pengalaman nyata, mereka dapat
termotivasi untuk mempelajari alam dan juga dapat menggunakan teknologi
secara bijaksana. Riset ini bertujuan untuk mengkaji karya-karya yang terinspirasi
biomimikri dari mahasiswa program sarjana jurusan Desain Produk Universitas
Agung Podomoro Jakarta. Metodologi penelitian yang digunakan dalam riset ini
adalah metode kualitatif parsitipatif dengan pendekatan korelatif serta komparatif.
Konten kajian dalam studi ini merupakan evaluasi serta proses pembelajaran
mahasiswa dalam penciptaan desain produk inovatif. Dari hasil riset ini dapat
ditarik kesimpulan bahwa ternyata setelah melakukan perbandingan rancangan
mahasiswa tahun pertama, kedua dan ketiga dengan menggunakan pendekatan
observasi biomimikri maka ditemukan adanya perbedaan hasil serta tingkat
keterampilan pada masing-masing angkatan tergantung dari pengetahuan yang
mereka telah pelajari dan dapatkan di setiap semesternya.

Kata Kunci: pembelajaran, biomimikri, inspirasi, inovasi, desain produk,


revolusi industri 4.0

INTRODUCTION
“Man differs from other animals particularly in this, that he is imitative, and
acquires his rudiments of knowledge in this way; besides, the delight in imitation is
universal.” That is a famous quote from Aristotle, and in his article “Poetica” he
explains that human is as always intuitively learning by imitating since they were
born in this world. People learn to survive by imitating various things such as how
to express, eat, walk, move, behave, and various things from their surroundings. By
mimicking, humans pass through the process of exploration, observation, and
experimentation to solve problems and fulfil their needs (data source:
http://classics.mit.edu//Aristotle/poetics.html).
The Industrial Revolution 4.0 brought many changes in human life, changes
in lifestyles, ways of working, ways of learning, and ways of communicating
between humans in many aspects. Technology has been argued as giving a positive
influence on people's way of thinking. Steve Johnson (2005) in his book
“Everything Bad is Good for You”, he stated that technology making people
smarter by obtaining, interpreting, and processing data and information from many
sources (Johnson, S., 2006). Many researchers have observed how technology
giving impacts on our brains and affects the way how we think and perform.
Observation is a very important step for researchers to create reality. An
observer role is to expose the virtual potential of their research objects, for example,
if humans are a machine or computer, so the input of audio and visual information
is needed and then processed through observation and projected in a reality. The
visualized reality can be shown in a variated form such as art, writing, movement,
or even music. The results of observations can also vary depending on the empirical
experience of each observer. Through deep experience, an object that was

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Dina Lestari, Biomimicry Learning as Inspiration...

previously considered insignificant will have its potential explored and become an
internal part based on the observer's empirical experience. There are several ways
of observing, for example by the help of technology or by doing a holistic approach.
Technology will help people collect data and information instantly, while deep
observation by experience needs time and process but everything has its pluses and
minuses.
Prime Minister of India Narendra Modi once said that both learnings from
experience and learning from education are important. It is from education & values
people can determine how they can learn from experience (Prime Minister of India
Narendra Modi speech at the commemoration of teacher's day at the Manekshaw
Auditorium, New Delhi on 5 September 2014).
Experience-based learning was also popularized by David Kolb, a professor
and education expert in the field of experience-based learning. The learning method
that he developed is known as the Experiential Learning Model (ELM). David Kolb
believes that learning is the process by which knowledge is created through the
transformation of experience. Knowledge is produced from the merging of captured
and transformed experiences.
Kolb stated that “Experiential Learning is a learning process, a process of
change that uses experience as a teaching or learning medium that does not only
utilize material sourced from theories in reference books or from instructors” (Kolb,
A. Y., & Kolb, D.A., 2005:194). According to Kolb's Experiential Learning Model,
there are 4 elements of experiential learning which is concrete experience, reflective
observation, abstract conceptualization and active experimentation.

Figure 1. Kolb’s Experiential Learning Model


Source: https://www.inspiring

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In a study conducted by Ni Wayan Rina regarding the effect of learning with


experiential methods on students 'critical thinking skills, she stated that experiential
learning affected students' ability to think critically (Lestari, N. W. Dkk, 2014).
Then there are also the results of research carried out by Anggara and Komang,
according to them the experiential learning method is quite relevant to be
implemented as an effort to develop self-concept and concept understanding
(Anggara, Ari & I Komang, 2012).
Students need to experience and learn from nature and use technology
wisely. This research examines the biomimicry-inspired works of Product Design
undergraduate program students of Podomoro University Jakarta. The methodology
research that we use in this study is a qualitative descriptive method with
comparative and correlational studies. The content of this study is to learn and
evaluate the process and result of students' biomimicry observation into innovative
product design.

Designing with Technology:


Technology helps improve better education by facilitating the learning
process, It can connect people that separated by distance, time, and place. People
can browse for information, data, and finding inspiration from all over the globe by
learning through the internet. People learn through observing other people's
behavior, attitudes, and then the outcomes of those behaviors (Bandura, A., 1977).
“Most human behavior is learned observationally through modelling: from
observing others, one forms an idea of how new behaviors are performed, and on
later occasions, this coded information serves as a guide for action.” (Bandura).
This Observing, Imitating, and Modelling theory is one of social learning theory
from Bandura. Bandura explains how human behaviors influenced by continuous
reciprocal interaction between cognitive, behavioral, and environmental aspects.
Imitating is human nature and in this digital era, imitation behavior evolves with
the help of technology. Technology provides abundant information and data to be
observed and learned as a model.
For a designer, exploring inspiration is an important stage in making a
design. With the help of technology, the process of exploring inspiration becomes
easier. According to Bandura's social theory, human nature is to copy and it includes
the habits of Observing, Imitating, and Modeling, and now for many designers in
this digital era, those term seems to change into Observing, Imitating and Modified.
We may have heard the words "There is nothing new under the sun" This practice
has been used by most designers to recreate designs.
In this digital era, designers surfing on the internets for inspiration.
Inspiration is obtained by browsing on a design portal in search of design
references. Some pages that are often referred by designers include Pinterest, Fast

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Dina Lestari, Biomimicry Learning as Inspiration...

Co. Design, Solid Smack, Inhabitat, Kick Starter, Core 77, Behance, Design Taxi,
and many more. Existing works or designs are observed and then part of the design
is taken to be imitated and then modified to produce new work or product. This then
becomes common practice, the observation process becomes easier and instant. But
the problem is if designers depend entirely only on technology, in this case, internet,
then it will be a matter of time until they deal with technical and ethical issues of
designing by taking inspiration from the internet only, which is why special skills
are needed in creating personal and original designs.

Table 1. Designers Inspirational Blogs (Pict source: Links below)


DESIGNERS INSPIRATIONAL BLOGS
No Websites Links
1. Pinterest

https://id.pinterest.com/

2. Fast Co. Design

https://www.fastcompany.co
m/co-design
.

4. Inhabitat

https://inhabitat.com/

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5. Kick Starter
https://www.kickstarter.com/

6. And Many More...

In the design school, creating design has rules, stages, and processes. And
the process is part of learning so that the prospective designers not only rely on
technology but also hone their exploration and in-depth observation capabilities.
Technology is a tool created by humans to help humans solve problems and meet
human needs.

Design Thinking for Design Students:


In design education institutions, students as academics are required to pass
several processes on designing based on rules, one of the design principles that are
often used in designing is design thinking theory from Stanford Design School.
An effective way to design products is by using a design thinking framework, this
framework refers to how to solve problems that focus on humans through analysis
or observation of needs.

Figure 2. Design Thinking Process


Source: https://dschool-old.stanford.edu/groups/k12/wiki/6c04c/Visual_Resources.html

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Dina Lestari, Biomimicry Learning as Inspiration...

According to Baeck & Grimmett, design thinking is a creative approach that


focuses on ways to solve problems and user needs with a more experimental
approach (Baeck, A., Gremett P, 2011). In his book The Science of the Artificial,
Simon defines an initial model of the design process, that consists of seven stages
which are defined, research, ideate, prototype, choose, implement, and learn.
(Simon, Herbert Alexander, 1996). Down below is a process of design thinking
based on human needs from Stanford Design School that has been used in the
process of making products by several numbers of students in the Product Design
Program at Podomoro University:
1. Empathy
Empathy is a fairly important stage in the design thinking process, in this stage,
the designer is asked to jump right in and recognize the problem from the user's
perspective. Observing needs in the user's physical environment to gain
personal experience and find problems based on empathy.
2. Define
At the stage of the definition, the data that has been collected from the process
of observation (empathy) is then analyzed and synthesized.
3. Ideate
After the problem is analyzed, the next step is to find a solution by having a
brainstorming method and try to think creatively “out of the box” to generate
as many ideas as possible (expand the solution space).
4. Prototype
This stage is experimental, ideas that are suitable then visualized in the form of
prototypes as product samples.
5. Test
This stage is the testing stage of the prototypes, the sample products then tested
for their durability, ergonomics, and conformity based on the needs of
consumers.

Ideas in creating an innovative product can be explored with in-depth


observations, one of the ways to explore innovative ideas in observing is by
empathizing, not only empathizing with humans but also the surrounding
environment, plants, animals and even the universe. To deal with the global
ecological crisis that is happening in this era, humans need to change attitudes and
mindsets by empathizing with nature. Humans also need to study nature more
deeply to be able to control and use it wisely.

Biomimicry As Innovation Inspiration:


Marcel Proust a french novelist stated a famous quote saying that the real
voyage of discovery consists not in seeking new landscapes, but in having new eyes

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(Marcel Proust, French novelist famous quotation (1871–1922). Everything which


looks common at first sight will reveal its potential through observation, everything
that viewed from different perspectives will look different too.
The source of various kinds of innovation is “needs”, humans are motivated
to create inventions according to their needs. In the process of creation, in-depth
observation is one of the most important steps. The object of observation can be
obtained from the things around us from the simple to the most complex. Nature is
a source of unlimited inspiration, that is why the exploration process on nature could
support the creation of innovation based on the observation process.
Janine M Benyus in her book Innovation Inspired by nature explains
Biomimicry or often also called biomimetics as an innovation process by observing
nature. The observations focus in this process are every aspect of the natural
elements, which are their visual form, their mechanism or their systems, and other
natural elements to be imitated or used as inspiration as part of their purpose in
overcoming human problems and needs (Benyus, Janine M., 1997:2). The term
biomimicry itself is adapted from the Greek language bios, which means life, and
mimesis, which means imitating. Other terms that are commonly used are bionics,
bio-inspiration, and biognosis.
Biomimicry is a method of studying nature to create or develop sustainable
solutions in overcoming human problems in the fields of engineering, material
science, medicine, and other fields (Mueller, T., 2008). The aim is to create a new
product, process and policy system that is adapted to live on earth in the long run.
There are 3 types of biomimicry - the first is to take inspiration from its visual form,
the second is to imitate the process of occurrence and the third is to imitate at the
ecosystem level, such as building systems inspired by nature.
Nature is the greatest teacher, Filiv Tafsan and Elif Sonmez said that
science; from nature to model, measure, and mentor, taking a lot to learn.
Biomimicry examined models in nature, then imitating these designs or taking
inspiration from them which aims to provide solutions to people's problems are one
of the new branches of science (Tavsan, F., & Sonmez, E., 2015).
Elena Lurie - Luke wrote in her article “What can Biomimicry Inspire” she said that
Biomimicry has revealed new opportunities for material development across a
range of fields, including optics, medicine, agriculture, energy generation, textiles,
transport aids, and construction. Fully exploiting the range of structures on offer in
nature presents the unique opportunity to utilize our environment in a new, safe,
and environmentally-sustainable manner (Lurie-luke, E. (2014).
Actually, the design process by taking inspiration from nature has long been
applied by an artist who is also an Italian-born Innovator, Leonardo Da Vinci. Some
of his designs took inspiration from nature and then decades after that, it was
developed by scientists and became part of the latest technology. For example,

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Dina Lestari, Biomimicry Learning as Inspiration...

Leonardo was the first inventor of the design of war tanks, he was inspired by the
turtle shell self-defense mechanism. Then by studying the anatomy of the bird's
wings, Leonardo tried to design flying vehicles. Leonardo has created technology
by taking inspiration from nature (Da Vinci's Tank: A War Machine for the Duke
of Milan. Davincilife.com.)

Figure 3. Leonardo Da Vinci Nature Inspired Invention


Source: https://www.davincilife.com/davincis-tank.html

Even though technology has grown and developed, it does not mean that
humans no longer need nature as an inspiration for designing products. Nature
becomes a powerful tool in creating technology. For example, Eiji Nakatsu is the
head of the Shinkansen railroad project who also works as a bird watcher. He
studied the bird's anatomy and behavior to develop shinkansen railroad technology.
Nakatsu designed the front end of the train with a beak model of kingfishers and
penguins, this bird can dive from air to water with a little spark to catch fish. With
this visual form, the train design result is not only reducing the sounds so that it
becomes quieter, but also uses 15% less electricity, even the train is also able to run
10% faster. (Source: https://biomimicry.org accessed May 14, 2019). Shinkansen
trains are only a small example of the application of biomimicry on technology,
there are still many other natural elements that can be used as inspiration to create
and develop other innovative products (Source: christophe.haubursin@vox.com
(Documenter Video).

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Figure 4. Shinkansen Train Design by Eiji Nakatsu


Source: christophe.haubursin@vox.com

This paper is an evaluation report of the research about the application of
biomimicry learning to product design students. In this project, students use the
design thinking approach. The subjects in this study were students of the product
design study program at Agung Podomoro University. The methodology used in
this research is a descriptive qualitative method with comparative and correlational
studies.

RESEARCH METHODS
The method used in this research is a qualitative method with a participatory
approach. Students are involved as the main actors so the impact of experiential
learning can be estimated based on student contributions through the activities they
do. According to Lexy J Moleoung in his writing titled "Qualitative Research
Methods" what is meant by qualitative research is research that seeks to understand
a phenomenon experienced by research subjects and can manifest behavior patterns,
perspectives, motivations, actions, and so on holistically (Moleong, Lexy J, 2005).
The data collection can be done using descriptions and in the form of words and
language. In a particular context that is natural and also utilizes a variety of natural
methods. Based on the opinion of Nazir in Research Methods (2005:58)
comparative research is one of the descriptive studies aimed at finding fundamental
answers about causation, this research was conducted by analyzing the indications
of causation or also the trigger for the emergence of certain phenomena (Nazir,
Moh., 2005).
This research involving design students as a participant, this practice meant
to motivate design students to engage in nature as one of their source of inspiration.
Quoted from DeKay writings in “Systems Thinking as the Basis for Ecological
Design Education”. He mentioned that to educate designers for ecologically and

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Dina Lestari, Biomimicry Learning as Inspiration...

socially responsible practice, design schools need to be radically redesigned in their


structure, content, and methods (DeKay, M., 1996).
Just like Yeler’s opinion in his article “Creating Nature Awareness in
Design Education”. He said that each student can gain awareness of nature and
transform formations in nature and biological expressions into design knowledge if
education programs are revised in a way that enables the student to comprehend
how these events occur in nature. It is assumed that in design courses, which
constitute a gradual process, learning knowledge of nature by exploration,
analyzing this knowledge, making accurate determinations, and transforming
knowledge of nature into design knowledge by making connections will increase
the creativity of design students. In this context, including nature-inspired design
approaches in education programs of all design disciplines are prioritized in means
of creating a sustainable world (Yeler, G. M., 2015).
The sample examined in this research were students of the Agung Podomoro
University product design study program. As a comparison sample that was taken
is students from 3 different levels, next is the list of the sample criteria.

Sample Criteria:
• Sample taken is students of the first batch of product design program in the 5th
semester, the 2nd batch in the 3rd semester and the 3rd batch in the 1st
semester.
• Each batch is taken 2 samples as a comparison.
• The design output for each batch will be compared with another batch.
• Students that taken as the sample is the one that having nature as inspiration in
their design or their products, whether it’s inspired by the nature visuals shapes,
mechanisms or ecosystems.

Figure 5. Nature Inspired Observation Process


Source: Private picture

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In the next table, 6 students taken as samples. (2 students from semester 1, 2


students from semester 3 and 2 students from semester 5). This is the list of the
student's samples:

Table 2. Students List (Nature-Inspired Product Design)


No Students Initial Join Year Batch Semester
1. B.N 2018 3 1
2. N.G 2018 3 1
3. A.F 2017 2 3
4. Y.A.S 2017 2 3
5. B.F.N.W 2016 1 5
6. J.S 2016 1 5

Some of these students make product designs based on the research of nature, they
make observations to get inspiration for the products they design, but it turns out
that the output result from each batch is different. The difference is shown in the
outcome of the design they created and it turned out to have influence based on the
background of the provision of knowledge given to them each semester. The
following table is a list of the research results using the biomimicry approach.

Table 3. Students Design (1st Semester/Join Year 2018)


Student Initial: B.N
Product Visualization: Bird Chair Design Sketch.
Nature Inspiration: Sparrow Product Design

Note:
Inspired by the sparrow, the anatomical shape of the bird's body is the inspiration
for the reclining system on the back of the lounge chair. Indications of creation
are still focused on a visual shape on the bird as a source of inspiration, due to
limited knowledge of materials and the production process, the outcome is still

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Dina Lestari, Biomimicry Learning as Inspiration...

limited to a design sketch, whereas for the creation of the prototype it cannot be
done yet.
Student Initial: N.G
Product Visualization: Flower Bowl Design Sketch
Nature Inspiration: Japanese Product Design
Frangipani Flower

Note:
The inspiration that is taken in this design is from the Japanese frangipani flower,
she took the open-close system of the Japanese frangipani flower petals as
inspiration. She designs a silicone bowl that can be opened or closed just like the
mechanism of Japanese frangipani petals. Indications of creation are still focused
on visual innovation as a source of inspiration, due to limited knowledge of
materials and the production process. the outcome is still limited to a design
sketch.

Table 4. Students Design (3rd Semester/Join Year 2017)


Student Initial: A.F
Product Visualization: Water Splash Table Lamp
Nature Inspiration: Water Splash Product Design

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Note:
The inspiration that is taken in this work is from the water splashes, students in
this semester have received knowledge about material and process in product
making. This student observing the visual character of water by replacing it with
resin material.

Student Initial: Y.A.S


Product Visualization: Table Lamp.
Nature Inspiration: Awan. Product Design

Note:
The inspiration that is taken in this work is from the visual shape of clouds,
students in this semester already acquired knowledge about material and process
in product making. This student observing the visual character and the movement
of clouds. He chooses luminous fabric and wire to copy the movement of clouds.

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Dina Lestari, Biomimicry Learning as Inspiration...

Table 5. Students Design (5th Semester/Join Year 2016)


Student Initial: B.F.N.W
Product Visualization: Beach Reclining Seat
Nature Inspiration: Nature Ecosystem Product Design
(Beach)

Note:
The inspiration that is taken in this work is from the ecosystem of the beach,
the dynamic movements of beach waves and elements of coconut trees which
can be found growing on many beaches were taken partially for his product
inspiration. Students in this semester already acquired knowledge about
designing furniture as well as material and process in product making. After
this student studying nature element and movement on the beach, he designs
a beach chair prototype by using synthetic rattan materials.

Student Initial: J.S


Product Visualization: Rocking Sofa
Nature Inspiration: Peanut Shell Product Design

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Note:
The inspiration that is taken in this work is from the shell of peanut, students
in this semester already acquired knowledge about designing furniture as
well as material and process in product making. Peanut shell shape
deformation was taken as inspiration to create a rocking sofa by using
synthetic rattan materials.

CONCLUSION
Base In the comparative study above, we see a different outcome and it’s indicated
from different weighting courses that have been given to them each semester. The
more advanced courses they get each semester, the more they could create a better
and tangible design on their products. The following is the list of courses given to
students each semester.
Down below is the list of courses for students from the first semester:
1. Design Presentation
2. Process and Material
3. Introduction to Product Design
4. Science and Technology (Applied Mechanics, Calculus, Physic, and
Technical Math)
5. General Courses such as Religion and Indonesian Language.
6. Special Courses TAEL (Thinking and Acting like Entrepreneurial Leader).
Down below is the list of courses for students from the third semester, they have
taken all the courses above on the first semester and at third semester they learn the
following courses:
1. Digital modelling 1 dan 2.
2. Design Thinking.
3. Research Methods.
4. Design Management
5. Interaction Design.
6. Ergonomics.
7. General Courses (Pancasila dan Citizenship).
8. Special Courses CTPS (Creative Thinking and The Power of Simplicity).
Down below is the list of courses for students from the fifth semester, they have
taken all the courses above in the first and third semesters. On fifth semester they
learn the following courses:
1. Furniture Design
2. Modeling Workshop.
3. Colloquium

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Dina Lestari, Biomimicry Learning as Inspiration...

4. Packaging Design
5. Innovation Design
From the list above, we could identify the different outcomes of students' design by
comparing the list of the given courses. The more knowledge they get the better the
quality of the products they produce. Biomimicry learning is quite useful to be
applied to Product Design Innovation. As Gardner says that Biomimicry learning
could encourage students to go out from their comfort zone and so that they can
learn to integrate other scientific disciplines to see how they can draw a common
thread when applied in design projects and technological innovations (Gardner, G.
E. (2012). From this student’s nature-inspired work we could see how nature could
influence the visual form of their product, but to deepen the biomimicry aspect on
innovation, design students need to integrate other scientific disciplines to enrich
and wider their view on getting inspiration from nature. That is why it is necessary
to do a collaborative project with interdisciplinary institutions as an effort to
improve this biomimicry innovation research, and that could be our next project.

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